Creates a new instance of ImageDecal.
The color to use for modulating the decal texture.
Defaults to Colors.White.
The geo-referenced image content of the terrain decal.
If the image dimensions are greater than the maximum texture size, the decal will use a downscaled texture on the GPU, unless content tiling has been enabled via Tiling.
The pixel format to use when choosing the underlying texture format.
For rendering, the image decal must be present on the GPU as a texture. The texture format (see TextureFormat) is chosen automatically, based on the pixel format of the image data (TextureFormat.For).
Defaults to PixelFormat.Unknown.
Specifies the tiling size to apply to the image content.
When tiling is disabled, a single GPU texture is used for the whole image decal (see ITexture2D), which limits the maximum decal resolution to the supported texture size (see ITextureFactory.ValidateTextureSize), because the image content will be scaled down to the texture size, if necessary.
When tiling is enabled, two or more GPU textures are used for the image decal, each having a width / height that is a less than or equal to the tiling size.
To find out the maximum texture size, the ITextureFactory.ValidateTextureSize method may be used. Use these properties to obtain the ITextureFactory object: ISceneView3D.Terrain, TerrainView.Stage, IRenderStage.Context, IGraphicsContext.TextureFactory
0, which disables tiling.
- See also